Bull's Ring

While this rather large piercing has been known to be forged in various shapes, obviously rings, in order to appear somewhat less conspicuous, patrons often request it be fashioned into a ball instead.

While the bearer's nose is adorned with this item, they gain the Scent edge. If the bearer already possesses this edge, they gain the Expanded Senses edge. Both edges are described in Chapter 3 of Ether Rpg: Bestiary™.

Cape of the Void

Perhaps one of the flashiest relics available in Ether, the cape of the void almost always comes in an ostentatious red. Yet a great many adventurers have only survived an assassin's arrow or bullet thanks to this cloak.

The bearer may make use of the cape as an interruptaction as they are being attacked & must declare their intent before the results of the attack's roll have been revealed. In doing so, a single incoming physical projectile of large size or smaller is consumed in their flourish. The cape only has an effect if the attack roll is a miss. If so, the projectile disappears into the void of the cape, never to be seen again. If not, the attack is critically successfully.

The bearer may only use the cape once in a turn & the cape cannot be used against attacks with an ambiguous number of projectiles (such as a peppergun's blast).

Collar of the Wolf

Few proper Etherians would ever willingly choose to wear this supposed "dog collar" in public, regardless of its shapeshifting capabilities. But for those interested, the collar almost always comes in steel & black leather.

So long as the bearer is wearing this collar, they may transmute themselves into a fully-grown worg (as described in Chapter 4 of Ether Rpg: Bestiary™). This transmutation, whether to or from the worg, follows the same rules per the Metamorphosis spell (of Chapter 13) & requires a minute to complete. Maintaining this form requires neither control nor focus & the bearer may remain as a worg for as long as they wish.

Death Dealer's Gauntlets

These terrifying gauntlets were thought to be one-of-a-kind, until a criminal syndicate's assassins made them practically their calling card. Anyone using these gauntlets finds their strikes naturally home in on their opponents' vitals.

The bearer may swap the position of their critical hit dice (i.e., if the character rolls a 73, they may choose to have instead rolled a 37) with any non-aether, non-tech attacks capable of critically hitting.

If the bearer critically fails an attack roll while wearing these gloves, their condition immediately falls to 1 & they suffer broken.

Earring's Ring

Sometimes one finds there are simply too many relics and simply not enough hands. Such is the case of the earring's ring. When the owner finds they wish to bear relics of a similar nature, only this object has the ability to allow them to do so.

By attaching the earring's ring to a clothing or jewelry relic, the item disappears & then reappears upon the etchings of the earring's ring, as a glyph. Although the earring's ring takes up the bearer's crown & earring slot, it allows them to make use of the properties of the item bound to it as well as the properties of another item of its same sort.

For example, the bearer could have the earring's ring absorb an invisibility cloak & the bearer could also wear a scarred cloak; gaining the benefits of both.

The bearer may bind or unbind a relic (as above) to the earring's ring as a full action.

Shield Bracer

While the defensive qualities of items such as the iron shirt or the magister's tunic are quite staunch, the shield bracer is the ultimate culmination of defensive warding combined into a single object.

Sorcerer's Ring

Often considered the pinnacle of a relic forger's capabilities, at least by the spell casting community, this ring has the capacity to not only alleviate a sorcerer's risk of burnout, but it also reduces the harm Ether's denizens cause to themselves with their innate powers.

Whenever the ring's bearer would suffer spell burn from either casting a spell or making use of an innate ability (such as an edge), the spell burn's cost is reduced by 1 point. And each modifying effect's spell burn (those used in tandem with the spell or innate ability) is also reduced by 1 point. While this item supersedes any text stating "spell burn cannot be mitigated or reduced," it cannot reduce a source's spell burn's cost below 1.

Spider's Boots

It is said that anyone donning these spidersilk-spun boots need never worry about having a place to run too, so long as there's some form of physical pathway between them & their destination.

The bearer may walk upon any surface (with respect to gravity) as though they were weightless, but the surface must have some measurable amount of surface tension (thus water can be run across, but air cannot). If they attempt to run across a harmful surface (such as an acid pool), they will suffer damage & effects as normal.

Thief's Domino

Burglars rarely worry about being unable to pop a lock or evade a trap, rather they seem to always be concerned about being caught in the act or otherwise being seen when in the middle of a job.

While wearing this rather striking domino, the bearer's features seem to simply slip from the minds of those they encounter, no matter how overt their actions may be. In order for the domino to work its magic, the bearer must have completely left the presence of the beings they wish to be forgotten by for at least a minute. At the end of the minute, the targets may roll Grit (Per) against a roll of the bearer's Resolve (Prs). Should the targets succeed, they continue to remember the bearer. Should the bearer succeed, the specifics of their appearance forever slips from the targets' minds.

Wrappings of the Stars

Far less gruesome that most believe, many suggest the fabric used to create these robes comes from the flayed flesh of the outsiders. Not at all, of course. But their unique capacity to break aether energies... must come from somewhere?

The bearer gains a vigor against aether damage while wearing the wrappings of the stars. If the bearer happens to be an outsider, their vigor is increased to a total immunity to aether damage.

Critically failing the Spell Weaving roll when using a scroll results in the scroll being destroyed in a burst of magical energy that deals 1d20 deadly spell damage per circle of the spell to its bearer.